[Server] LEO Updates

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All-in-one suggestion

44%
Suggestion 1 - Allow cuffed players to run while they're cuffed.
17
26%
Suggestion 3 - Decrease the distance of tazing.
10
8%
Suggestion 4 - Decrease taze effect duration.
3
23%
None of them
9

Total votes: 39

CriticaL

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Post by CriticaL » September 1, 2016, 2:13 am
CXdur wrote:
Do you guys still believe that changes are necessary? We do not want to decrease the jail time as it would devalue jail cards, but do you still think it's too unbalanced? I personally feel like it's a lot more balanced in most cases now and chases last a lot longer, you have more chances at escaping and I don't see them as overpowered as they were. I want your opinions though and more suggestions are appreciated if you have something good.
The new updates are insane, I cannot deny. But since you're welcoming opinions, the new updates are kinda not practical. Entering the blackmarket causes one to get wanted which forces him to cophunt.

I, for example, want to rob the bank, using the blackmarket cannot help me as I'll get wanted and it won't be easy for me to rob the bank.

When it comes to stunning, it lasts maximum 10 seconds, in which cops can still taze thrice and and it's like nothing happened at all.

Jailcards' point is indeed enough reason as to why jailtime shouldn't be decreased.

Having used the blackmarket for like 2 days, I started to get bored of it though I enjoyed at first but gradually....

In my opinion, the blackmarket most likely helps a gang not a single player.

This suggestion had been written before the updates took place. The users who have voted might have changed their opinions after the updates. So, creating a new poll can be helpful to know more about their opinions now.

Mastro

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Post by Mastro » September 1, 2016, 8:32 am
What Critical suggested, criminals shouldn't get wanted level when purchasing an item from the Black Market.

Also the protection should get completely removed. I tried yesterday many times to arrest criminals who just left the Black Market but they easily escaped just because of the protection // they killed me. If a player who leaves the Market cannot get arrested, then he shouldn't be able to kill a cop aswell and the vice versa. However the best thing to do is to remove protection. Trust me it won't cause any issues, but now it surely does.
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Post by Shady » September 1, 2016, 10:39 am
I like suggestions 1 & 3

Suggestion 1 - Maybe running slower than usual of course
Suggestion 3 - Make the /taze range like /rob or /rape(?)

Or let me float another idea by you. How about in order to /cuff you have to /taze first? In other words,no instant /cuff. I mean you got to hold the criminal down first in order to /cuff him anyway,logic. Open the spoiler for some epic painting skills of what i'm trying to say.
Spoiler: show
I think the original idea was by Onzie so credits to him.
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Mastro

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Post by Mastro » September 1, 2016, 11:11 am
Shaco wrote:
I like suggestions 1 & 3

Suggestion 1 - Maybe running slower than usual of course
Suggestion 3 - Make the /taze range like /rob or /rape(?)

Or let me float another idea by you. How about in order to /cuff you have to /taze first? In other words,no instant /cuff. I mean you got to hold the criminal down first in order to /cuff him anyway,logic. Open the spoiler for some epic painting skills of what i'm trying to say.
Spoiler: show
I think the original idea was by Onzie so credits to him.
**Commenting on the bold part**

Actually /tazing before executing the /cuff cmd is optional and it should remain like this. It's easier to arrest a criminal if you taze him first, that because taze's range > cuff's range.

If what you are trying to do is to suggest some ideas in order to nerf the arresting system a little bit, then you surely do the opposite (explained above why).

There are plenty of additions to the server, such as /stun id that has the same range as /cuff, so if you use it properly and in time you can easily escape from a cop (easier from a straight cuffer). Lastly, combined with shock guns (shock gun's range > cuff's range), escaping does not require much skill nor effort, nowadays.
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Naruk

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Post by Naruk » September 3, 2016, 2:32 am
CXdur wrote:
Do you guys still believe that changes are necessary? We do not want to decrease the jail time as it would devalue jail cards, but do you still think it's too unbalanced? I personally feel like it's a lot more balanced in most cases now and chases last a lot longer, you have more chances at escaping and I don't see them as overpowered as they were. I want your opinions though and more suggestions are appreciated if you have something good.
Frankly speaking, the new updates that have something to deal with the balance between cops and robbers are actually just what we call mindset illusions.

Basically, adding more tazes and even this taze reflector which I suppose is a really ridiculous thing, does this even exist in real life? Correct me if I'm wrong. Well, doesn't matter. We practically don't need to stretch the means just to equate both sides. It literally just adds nothing but a tiny squishy bit of advantage to robbers. Given the fact that having to go to a "Black Market" is already a hassle. It actually requires more effort for crims to have a fair ground with cops.

But thanks to these suggestions suggested by Critical, though I'd like to take credit for #1. These are literally more practical in a sense that LEOs are the ones who are being nerfed. Do you see my point? Imagine LEOs and Crims in a bar graph showing their overall advantages and powers, it would be obviously seen that crims are way lower than Leos. Instead of empowering crims, making them level to the cops, with this very powerful but optional and hassle, we should instead nerf LEOs, leveling them down to crims, and this basically gives a way more advantage, crims do not even need to effort much as they are already in an almost fair ground, not to mention you don't need even the slightest effort to code these.
"LIfe is fair because it is unfair to everyone."

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CriticaL

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Post by CriticaL » September 3, 2016, 6:28 pm
Updated!

- Removed suggestion 2 "Decrease jail time for criminals", CXdur stated the reason.
- Cleaned the poll (Because new updates took place and people might have changed their opinions).

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Post by Astrl » September 3, 2016, 6:38 pm
I still think the /taze distance could be nerfed slightly as it's still an overly large distance but the new criminal updates help alot and chases are nearly always a lot longer if you're criminals with cop bats, shock guns and cuff picks.
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CriticaL

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Post by CriticaL » September 3, 2016, 6:47 pm
Skillzz wrote:
I still think the /taze distance could be nerfed slightly as it's still an overly large distance but the new criminal updates help alot and chases are nearly always a lot longer if you're criminals with cop bats, shock guns and cuff picks.
If cops are stunned, they can still use commands. If they are shocked, the more shocks, the more they can taze. Taze reflector, I guess, only reflects one taze. In addition, criminals must get these items from the Black Market which, like I said, causes them to get wanted, while cops spawn with everything.

CriticaL

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Post by CriticaL » September 3, 2016, 7:37 pm
And yeah, there's a point that has to be mentioned here. Have you ever wondered why SWAT has less members than army? Or why there is maximum 3 SWAT members online?

The answer is, because practically SWAT have to work harder while cops just ar. Nerfing the taze command or setting limitations for cops will ensure balance not only between LEOs and Criminals, but also between LEOs' factions.

By this, I mean, tazing changes shouldn't be applied to SWAT.

Phone = typos

Mastro

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Post by Mastro » September 3, 2016, 11:01 pm
CriticaL wrote:
And yeah, there's a point that has to be mentioned here. Have you ever wondered why SWAT has less members than army? Or why there is maximum 3 SWAT members online?

The answer is, because practically SWAT have to work harder while cops just ar. Nerfing the taze command or setting limitations for cops will ensure balance not only between LEOs and Criminals, but also between LEOs' factions.

By this, I mean, tazing changes shouldn't be applied to SWAT.

Phone = typos
Honestly I don't think that is the reason of why SWAT has less members than Army. 'SWAT have to work harder', that is true and not true at the same time. I mean, obviously SWAT have to cuff and then drag the criminal but because SWATS are mostly teaming up, it is really easy for them to take down/cuff a criminal unlike cops, when most of them are solo-ing (for example, try leaving your car when the SWAT team is behind you, chasing you. The chances to escape are nearly zero). In addition, SWAT got some special commands // features such as roadblock which is really helpful, grenades (not sure if they have that but I think they do), injections at their base and so on. Not to mention the fact that you can earn score really fast just by standing on the roof of the car.

So the reason(s) of why SWAT have less members than Army aren't the ones you mentioned, for sure.



On topic; Cops can't /cuff nor /arrest while being stunned. They can only taze, and if you got a taze reflector you can easily escape. I agree with you though, you shouldn't be getting wanted level when purchasing items from the Black Market and the protection that criminals have is literally useless, unfair and non-sensical. They can't get arrested, yet they can kill you. It's like forcing the cop to either kill the suspect or just run away in order save his life because come on, in those 25seconds a criminal can easily 'rape you'.
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